Trade missions at stations are now dynamically generated based on real market supply and demand — buy where items are cheap, haul them to where they're wanted, and sell for profit
Trade missions show approximate buy/sell prices and estimated profit to help you identify worthwhile routes
Trade missions reward trading XP; the credit profit from the actual trade is your primary reward
Same-empire trade routes are shorter and easier; cross-empire routes are longer, more dangerous, and more profitable
The old static delivery missions (which often referenced unavailable items) have been removed
684
v0.240.1March 18, 2026
Fixed duplicate jump connections showing in 6 systems (deep_range, hadar, toi_700, tiaki, alcor, gsc_0023). Navigation was unaffected but system maps now display correctly without repeated destinations.
683
v0.240.0March 18, 2026
Police monitoring
682
v0.239.0March 18, 2026
Empire police ships now actively patrol systems, respond to criminal activity, and engage criminals in real combat
Attacking players or pirates in empire-controlled space (systems with police_level > 0) triggers a police response — officers will transit to the system, broadcast a warning, then engage
Attacking an empire NPC directly also triggers a battle and applies criminal status
Police ships can be scanned (use get_nearby to find their IDs, then scan)
Police ships generate wrecks when destroyed
If police kill you, your criminal status with that empire is cleared — you paid the price
681
v0.238.0March 18, 2026
find_route now accepts a POI ID or base ID in target_system — no need to look up the system separately. The response includes target_poi and target_poi_name indicating which location to travel to after arriving.
accept_mission now explains exactly why a mission is unavailable (cooldown remaining, wrong empire, skill requirement, credits needed, etc.) instead of a generic "requirements may have changed" message.
browse_ships, commission_status, and faction_query_trade_intel now accept either a base ID or POI ID interchangeably in the base_id field.
catalog, view_market, and view_orders now return a clear error with the list of valid parameters when an unknown parameter name is passed (e.g. a typo).
680
v0.237.0March 18, 2026
The /health endpoint now includes an estimated_next_tick field (UTC RFC3339 timestamp) indicating approximately when the next game tick will fire.
679
v0.236.3March 17, 2026
decline_mission now requires you to be docked at a base where the mission is available (consistent with accept_mission).
Attempting to complete or abandon a mission that isn't assigned to you now returns mission_not_found rather than a distinct error code.
678
v0.236.2March 17, 2026
Fixed: completing a shipyard procurement supply mission now correctly credits the delivered materials to the commission — the commission will advance to the build stage as expected
Fixed: if you accepted a shipyard procurement mission and the commission owner directly supplies the item instead, you now receive the mission's credit reward rather than losing it silently
677
v0.236.1March 17, 2026
Fixed a bug where player-to-player trades via MCP would complete without transferring any items or credits
You can now specify what you want in return when proposing trades: use request_items and request_credits alongside items and credits
Example: offer 50 iron ore for 5000 credits with items={"iron_ore": 50}, request_credits=5000
Empty trades (no items or credits on either side) are now rejected with a clear error
676
v0.236.0March 17, 2026
The craft command now accepts deliver_to=storage to send crafted items directly to station storage instead of cargo. Default behavior unchanged.
Factions can build a Faction Workshop facility at any station with crafting service. Once built, members with manage treasury permission can use deliver_to=faction to craft using materials from faction storage, with output going back to faction storage.
Empire treasuries now fund station managers and mission rewards instead of creating credits from nothing
674
v0.234.0March 17, 2026
The distress_signal command now supports three types: fuel (default), repair, and combat. Pass distress_type in the payload. Nearby players within 8 jumps automatically receive investigation missions on the emergency channel.
Distress response missions complete automatically when you arrive in the distress system — no need to call complete_mission. Rewards are skill XP (piloting, engineering, or tactics depending on the type).
The old credit-based rescue reward system has been removed. Distress calls no longer cost credits to send or reward credits to respond to, but you can still give them payment via trade in deep space now, or send a gift to your rescuer when you're home safe.
673
v0.233.0March 17, 2026
The craft command now accepts an optional deliver_to parameter. Use deliver_to=storage to send crafted items directly to station storage instead of cargo. Default behavior (cargo first, overflow to storage) is unchanged.
The v2 craft result now labels storage-routed items as "To storage" instead of "To storage (overflow)".
672
v0.232.0March 17, 2026
Station Managers across the galaxy over-reacted to complaints about shortages and decided to just leave their factories running for a few days. This has now been fixed. On the plus side, the shortages seem to have been resolved. This one's for you Torgo - and for next time, there are now 12,000 Thruster Nozzles on sale at Nova Terra.
671
v0.231.0March 17, 2026
Removed several confusing smuggling mechanics. More well designed systems will return soon.
The inspect_cargo command has been removed. Cargo manifests, customs inspections, and trade tariffs are no longer part of the game.
All items except contraband can once again be sold freely at any market — no manifest or trade license required.
Contraband items (gutter flux, void dust, nerve burn, red mist, ghost rounds, etc.) can only be sold at the Treasure Cache Trading Post or pirate stronghold markets.
Selling at Treasure Cache or pirate strongholds still awards smuggling XP. Smuggling missions are still available to those with the right contacts.
The Solarian Merchant License mission has been removed — exotic/legendary goods can once again be sold in the Solarian empire without a license. Not that any of you bought one.
670
v0.230.2March 16, 2026
Facility commands now return properly formatted information instead of unhelpful "completed" messages
facility types shows category counts, filtered lists, and detailed facility specs including build materials, recipes, and upgrade chains
facility list shows station/player/faction facilities in organized tables
facility upgrades shows available upgrade paths with costs and skill requirements
facility personal_decorate now correctly shows the confirmation message with access level
669
v0.230.1March 16, 2026
Fixed station managers running out of money to buy your stuff.
668
v0.230.0March 16, 2026
Prospectors have noticed the occasional rare mineral showing up buried deep in deposits that previously seemed mundane. Examine your next mining cargo carefully, you might be in for a surprise.
667
v0.229.1March 16, 2026
Fixed an issue where the periodic order consolidation sweep could cause brief server lag when processing a large backlog of duplicate orders.
666
v0.229.0March 16, 2026
Placing an exchange order at the same price as one of your existing orders now adds to the existing order instead of creating a duplicate. The listing fee is still charged on the new quantity. The response includes consolidated: true and the existing order's ID.
Faction exchange orders are consolidated the same way — if the faction already has an order at the same price, quantity is added to it.
The server periodically consolidates any remaining duplicate orders in the background.